private void Start() { currentTurn = EnumTurnTypes.TurnTypes.P1SFM; P1Character = P1GameObject.GetComponent <Character>(); P2Character = P2GameObject.GetComponent <Character>(); P1RoundsWon = 0; P2RoundsWon = 0; P1DefaultColor = P1GameObject.GetComponent <Renderer>().material.color; P2DefaultColor = P2GameObject.GetComponent <Renderer>().material.color; }
public void SetPlayerAbility(int newAbility) { Character P1GameObject = GameObject.Find("/P1").GetComponent <Character>(); Character P2GameObject = GameObject.Find("/P2").GetComponent <Character>(); EnumTurnTypes.TurnTypes currentTurn = GameSystem.GetCurrentTurn(); if (P1GameObject == null || P2GameObject == null) { return; } if (currentTurn == EnumTurnTypes.TurnTypes.P1Ability) { P1GameObject.SetAbilityChoosen(newAbility); } else if (currentTurn == EnumTurnTypes.TurnTypes.P2Ability) { P2GameObject.SetAbilityChoosen(newAbility); } }
public void SetPlayerSFM(int newSFM) { Character P1GameObject = GameObject.Find("/P1").GetComponent <Character>(); Character P2GameObject = GameObject.Find("/P2").GetComponent <Character>(); EnumTurnTypes.TurnTypes currentTurn = GameSystem.GetCurrentTurn(); if (P1GameObject == null || P2GameObject == null) { return; } if (currentTurn == EnumTurnTypes.TurnTypes.P1SFM) { P1GameObject.SetSFMChoosen((EnumSFM.SFM)newSFM); } else if (currentTurn == EnumTurnTypes.TurnTypes.P2SFM) { P2GameObject.SetSFMChoosen((EnumSFM.SFM)newSFM); } }
private void ManageTurns() { int roundWinner = -1; if (!CheckGameObjects()) { return; } switch (currentTurn) { case EnumTurnTypes.TurnTypes.P1SFM: // Activate SFM Buttons GameObject SetActiveSFMButtons(true); SetActiveAbilityButtons(false); P2GameObject.GetComponent <Renderer>().material.color = NonPlayingCharacterMat.color; P1GameObject.GetComponent <Renderer>().material.color = P1DefaultColor; // Check if P1SFMChoice is done if (P1Character.GetSFMChoosen() != EnumSFM.SFM.NONE) { //SetCurrentTurn(EnumTurnTypes.TurnTypes.P1Ability); SetCurrentTurn(EnumTurnTypes.TurnTypes.P1Ability); } break; case EnumTurnTypes.TurnTypes.P1Ability: // De activate SFM Buttons GameObject SetActiveSFMButtons(false); SetActiveAbilityButtons(true); // Check if P1 Ability Choice is done if (P1Character.GetAbilityChoosen() != -1) { SetCurrentTurn(EnumTurnTypes.TurnTypes.P2SFM); } break; case EnumTurnTypes.TurnTypes.P2SFM: P1GameObject.GetComponent <Renderer>().material.color = NonPlayingCharacterMat.color; P2GameObject.GetComponent <Renderer>().material.color = P2DefaultColor; // Activate SFM Buttons GameObject SetActiveSFMButtons(true); SetActiveAbilityButtons(false); // Check if P2SFMChoice is done if (P2Character.GetSFMChoosen() != EnumSFM.SFM.NONE) { // if true, currentTurn = P2 Ability; //SetCurrentTurn(EnumTurnTypes.TurnTypes.P2Ability); SetCurrentTurn(EnumTurnTypes.TurnTypes.P2Ability); } break; case EnumTurnTypes.TurnTypes.P2Ability: // De activate SFM Buttons GameObject SetActiveSFMButtons(false); SetActiveAbilityButtons(true); // Check if P2 Ability Choice is done if (P2Character.GetAbilityChoosen() != -1) { SetCurrentTurn(EnumTurnTypes.TurnTypes.EndTurns); } break; case EnumTurnTypes.TurnTypes.EndTurns: SetActiveSFMButtons(false); SetActiveAbilityButtons(false); // Faire les animations de SFM // Faire les effets et les animations des Abilities // Dire qui a gagné le SFM roundWinner = PickRoundWinner(); EndRoundAnimations(roundWinner); P1Character.ResetValues(); P2Character.ResetValues(); if (P1RoundsWon < NbrLocalRounds.numberRoundsNeeded && P2RoundsWon < NbrLocalRounds.numberRoundsNeeded) { currentTurn = EnumTurnTypes.TurnTypes.P1SFM; } else { currentTurn = EnumTurnTypes.TurnTypes.EndGame; } break; case EnumTurnTypes.TurnTypes.EndGame: DisplayGameOver(); break; } }
public void SetCurrentTurn(EnumTurnTypes.TurnTypes newTurn) { currentTurn = newTurn; }